Base Class: Ranger
Rangers of the Ocean Master conclave have dedicated their lives to the ocean. Their personalities and their fighting styles change, much like the ocean waves itself. While their main reach is the ocean, this conclave concerns themselves with all water, no matter how big or small. Ponds, brooks, streams, seas, rivers, and beyond, are under the dominion of these rangers. They fight in their name and in return are blessed with many talents.
Ocean Master Features
|
Ranger Level |
Feature |
|
3rd |
Ocean Master Spells, Water Glide, Shifting Tides |
|
7th |
Redirected Flow |
|
11th |
Regenerative Spirit |
|
15th |
Tide’s Grasp, Icy Depths |
Ocean Master Spells
Beginning at 3rd level, you gain ranger spells at the listed levels. These spells count as ranger spells for you, but don't count against the number of spells you know.
|
Ranger Level |
Spell |
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
**You can take either Absorb Elements or Chromatic Orb
Water Glide
Beginning at third level, water has embraced you with such open arms, that it has vowed that your feet will never sink beneath it’s crest unless by will of your own. You have gained the ability to walk on water and other water-based liquid surfaces (i.e., oil). As a free action on your turn you can choose to lower yourself into the depths of the water and as a bonus action on your turn, you can choose to let the water carry you 60ft towards the surface, without expending your own movement.
Shifting Tides
Water is ever changing, be it in the ocean or in the streams, it has many faces and mannerism. Some days it is erratic and unpredictable, others calm and patient, forever two sides of the same coin, a push and a pull, a waxing and waning, a give and take… Beginning at 3rd level, you have learned to adapt your nature to more closely akin to an aspect of water. Once per long rest you may spend 10 minutes in communion with yourself and the essence of water to change your physical and mental makeup. Each ability score now as an opposing partner and they are as follows:
- Strength and Dexterity
- Constitution and Charisma
- Intelligence and Wisdom
After the communion has finished, you must (except on the 1st ever communion) swap the 2 ability scores and apply the new numbers as needed (i.e., increasing/decreasing hitpoints, saving throws, and abilities) and select one of the pair to become your dominant trait. You gain a benefit based upon your dominant trait, as listed below.
*You can use this feature once a day. If you have selected Str. to be your dominant trait, you can gain the benefits of that feature until you spend 10 minutes in meditation again. Once you do so, you reset back to your base character values, and then modify from there. This means you will only ever be able to swap 2 ability scores at any given point and only ever gain 1 benefit. I would recommend having 7 character sheets for each level, your base and then each following sheet having each ability score being the dominant trait.
Cove's Cunning (Intelligence)
Gain proficiency in one skill or tool of your choice. If you already have proficiency, instead gain expertise.
The selection can be the same or different each time. However, you cannot spend 10 minutes in meditation to just swap into a different skill. For example, if you took prof. in Arcana on day 1, but wanted to change it to prof. in an herbalism kit, you would have to use Shifting Tides on day 2 to swap into a different dominant trait, and then on day 3 you could switch back into intelligence. In other words, you cannot “swap” into the same dominant trait to quickly change what you picked, pre-planning is required.
Lake's Allure (Charisma)
You gain advantage on all Charisma ability checks. If you already have advantage for the roll, instead add your Charisma mod twice.
Example: Lying to a guardsman about ownership of a horse, and showing him forged documents. Since he failed his check on the document, you gain advantage on the roll, and Lake’s Allure, recognizing advantage from another source, let’s you add your cha modifier twice to the roll.
Ocean's Wrath (Strength)
Spend your attack action to make a special whirl attack that hits all enemies within 5ft of you. This attack is a melee attack that deals base weapon damage to the 1st enemy hit, but as cold damage . For each additional enemy hit, add a stacking +1 bonus to the attack and damage rolls and increase the damage die count by 1.
For example, if you are surrounded by 4 people, you choose this option and make a melee weapon attack using your weapon against the first target. If it misses, repeat the attack on the second target. The 1st damage dealt is your weapon damage (rapier is 1d8+str) but as cold damage. On the 3rd enemy, because you successfully hit once so far, you gain a temp. +1 bonus to the attack roll and deal 2d8+str+1 cold damage on a successful hit. For the 4th person, you have a +2 to hit and deal 3d8+str+2 damage on a successful hit.
This attack and damage bonus is considered magical and stacks with other such bonuses. The weapon is considered magical once this bonus is applied and but dissipates at the end of their turn.
Pond's Blessing (Constitution)
You gain a swim speed equal to your walking speed as well as the ability to breathe underwater.
River's Whim (Dexterity)
As a bonus action on your turn, you can make a spellcasting ability check using wisdom against one creature you can perceive within 150ft of you against a DC or their CR minus your prof. bonus or 10, whatever is higher. On a failure, they are immune to this feature for the next 24 hours. On a success, for the next minute, as a free action when you deal damage for the 1st time during your turn, you can choose to roll a d4 and change the damage type dealt by the weapon based on the die roll.
- 1 → No change in damage type
- 2 → Bludgeoning damage
- 3 → Force damage
- 4 → Cold damage
The damage type change lasts until the start of your next turn, where you can choose to roll again, applying the new damage type. Any damage dealt that has been modified by this feature counts as magical damage for the purposes of overcoming resistances and immunities. If no change occurs, the damage is not magical.
Stream's Grace (Wisdom)
As the water keeps and protects you, you’re able to keep and protect others. You can use your attack action to shoot an arrow of restorative water at a willing or unconscious creature within 120ft of you. The target regains 2d8+wis mod in healing.
You can use this feature a number of times equal to your wisdom modifier a day. This feature cannot be used on yourself.
Redirected Flow
Beginning at 7th level you have learned to harness the moisture in the air to your tactical advantage. When you miss with a weapon attack (melee or ranged) you can cause the attack to be redirected at an adjacent enemy (within 5ft) of the original target. Make an attack roll as normal. Any effects (such as spells or oils or bonuses) apply to the redirected attack as well.
You may use this feature a number of times equal to wisdom modifier, resetting on a long rest
Regenerative Spirit
At 11th level the water has recognized the warrior spirit within you and has fortified your spirit. Once per day when you are reduced to 0 hitpoints, you may instead choose to drop to 1 hitpoint instead.
Additionally, if there is a source of water within 5 miles of you that is at least 5 gallons in size (you do not have to know of it, but your DM will determine if there is) the waters will revitalize you in exchange for a gift of power. You may choose to sacrifice any number of spell slot levels to regain HP equal to the number of levels times your ranger level. For example, at 11th level you can choose to sacrifice two 1st level spell slots (or one 2nd level spell slot) to regain 22 HP.
This source of water can be man-made, natural, or even magical (hell it can be a swimming pool), but must be at least 5 gallons in volume.
Tide's Grasp
Beginning at 15th level, you‘re able to harness the rage of the ocean waters. Whenever you make a successful weapon attack against an enemy, you can attempt to push the target away from you. They must make a strength saving throw against your spell save DC, if you scored a critical hit, they have disadvantage on the roll. On a successful save, nothing happens. On a failure, they are pushed up to 15 feet backwards, in any direction (i.e., diagonals are okay).
You can use this feature a number of times equal to 2 times your wisdom modifier.
Icy Depths
At 15th level you are able to draw on the frigid waters to enhance your damage output. Whenever you would deal cold damage, or cold damage is dealt from an effect on you (i.e., Fire Shield spell), add 1 extra die worth of damage. This effect applies to both spells and weapon attacks and it stacks, unless explicitly stated otherwise.
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Posted Dec 24, 2021I quite like this subclass, for my ranger being from a pirate background, it makes sense to have an connection with the ocean itself.
tho got to say that it is very hard and complex to keep track and take into account Shifting Tides, especially when having to move your stats around. i personally prefer playing around with having after each communion, choosing one dominant trait to have, but not being able to pick the same twice in a row.